Cleanup.
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d639452e9b
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e4b348bf59
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@ -39,6 +39,12 @@
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# define bvec3 bool3
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# define bvec4 bool4
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# if BGFX_SHADER_LANGUAGE_HLSL > 4
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# define REGISTER(_type, _reg) register(_type[_reg])
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# else
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# define REGISTER(_type, _reg) register(_type ## _reg)
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# endif // BGFX_SHADER_LANGUAGE_HLSL
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# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL
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# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL
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# define dFdxCoarse(_x) ddx_coarse(_x)
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@ -242,14 +248,14 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
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}
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# define SAMPLER2D(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
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uniform Texture2D _name ## Texture : register(t[_reg]); \
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uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
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uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
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static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
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# define ISAMPLER2D(_name, _reg) \
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uniform Texture2D<ivec4> _name ## Texture : register(t[_reg]); \
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uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
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static BgfxISampler2D _name = { _name ## Texture }
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# define USAMPLER2D(_name, _reg) \
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uniform Texture2D<uvec4> _name ## Texture : register(t[_reg]); \
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uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
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static BgfxUSampler2D _name = { _name ## Texture }
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# define sampler2D BgfxSampler2D
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# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
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@ -257,43 +263,43 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
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# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
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# define SAMPLER2DARRAY(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
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uniform Texture2DArray _name ## Texture : register(t[_reg]); \
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uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
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uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
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static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
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# define sampler2DArray BgfxSampler2DArray
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# define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
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# define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
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# define SAMPLER2DMS(_name, _reg) \
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uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
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uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
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static BgfxSampler2DMS _name = { _name ## Texture }
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# define sampler2DMS BgfxSampler2DMS
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# define SAMPLER2DSHADOW(_name, _reg) \
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uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
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uniform Texture2D _name ## Texture : register(t[_reg]); \
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uniform SamplerComparisonState _name ## Sampler : REGISTER(s, _reg); \
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uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
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static BgfxSampler2DShadow _name = { _name ## Sampler, _name ## Texture }
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# define sampler2DShadow BgfxSampler2DShadow
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# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
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# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
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# define SAMPLER3D(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
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uniform Texture3D _name ## Texture : register(t[_reg]); \
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uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
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uniform Texture3D _name ## Texture : REGISTER(t[_reg]); \
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static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
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# define ISAMPLER3D(_name, _reg) \
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uniform Texture3D<ivec4> _name ## Texture : register(t[_reg]); \
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uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
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static BgfxISampler3D _name = { _name ## Texture }
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# define USAMPLER3D(_name, _reg) \
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uniform Texture3D<uvec4> _name ## Texture : register(t[_reg]); \
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uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
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static BgfxUSampler3D _name = { _name ## Texture }
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# define sampler3D BgfxSampler3D
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# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
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# define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
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# define SAMPLERCUBE(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
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uniform TextureCube _name ## Texture : register(t[_reg]); \
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uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
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uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
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static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
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# define samplerCube BgfxSamplerCube
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# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
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@ -335,19 +341,19 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
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#endif // 0
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}
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# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
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# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : register(s ## _reg)
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# define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg)
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# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg)
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# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
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# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
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# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : register(s ## _reg)
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# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
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# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
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# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
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# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
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# define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
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# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
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# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
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# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
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# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
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# if BGFX_SHADER_LANGUAGE_HLSL == 2
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